Make Radio's More Impactful

Radio's are incredibly pointless in this game. Most tanks, by Tier V or VII, have unlocked the Tier IX or X radios that have a whopping 700+ meter signal range across all classes. It's not even regarded as something valuable when you lose it. Who honestly heals the radioman or the radio when it gets damaged?

So why not add depth to this basic, mundane mechanic? Instead of giving all classes the same broad signal range, stagger them a little bit:

- Give the Light Tanks the Best Radios, followed by the wheeled vehicles. Scouts are reconnaissance vehicles, so letting them keep 700 Maximum Signal Range Radios makes the most sense. It also makes them a bit more valuable in comparison to mediums.

- Artillery get's the second best radios @ 600 Maximum Signal Range. The biggest beneficiaries of radio's can also be worked into their aiming mechanic; if there are less direct eyes on the target and the SPG's are seeing via radio, just leave the icon and keep the tank in the fog of war, slowly sharpening it into clarity when more eyes can see them.

- Mediums get the third best radios @ <450 Signal Range. In order to maintain some semblance of 'Jack of All Trades', Mediums should be the most optimal tanks to relay coordinates, without benefitting completely if they have superior spotting range.

- Tank Destroyers and Heavy Tanks get the worst radio's @ 350 maximum range. Since Heavy Tanks are more frontline units and have poor view range overall, so should their radio's. Tank Destroyers come in either two flavors, assault guns or bush wookies. The assault guns probably won't see much of a change, however, the bush wookie, while still effective in their immediate range, would still have to depend on stronger Radio's to spot targets in the draw distance.

I think this gives the classes a bit more depth and raises the value of radios a bit higher in certain classes. While changing the Radio Man perks is a definite possibility, I would change Signal Boosting to affect the Radio Signal instead of the View Range itself.

I certainly agree OP -- radio is pretty irrelevant in the game. Which is sad since radios and better coms were so crucial to differentiating the German and Russian successes in WWII. However, on these small maps I think it is a moot point since the radio "network" that forms across a team allows every tank to be in contact with every other tank even with limited signal range.

in my 39K+ games there's been a few time when my radio (or radio man) was out and there were so few teammates left that I lost contact with them. If I recall correctly you then do lose sight of them on the MM.

I have given up even researching/buying the best radios for exactly these reasons.

Which could probably solve several reoccurring complaints such as Arty, go-karts, some camping etc. by giving more space to work in.

I would really like that -- large areas where you really do have to scout to even FIND where the enemy might be -- then coordinate to pounce.... that's fog of war in every game. With current maps... we all know exactly where the enemy is going to be and the fights become predicable in that regard... RNG and player skills then determine the outcome... how much better to be able to lay a trap because your team out spotted the enemy

I would really like that -- large areas where you really do have to scout to even FIND where the enemy might be -- then coordinate to pounce.... that's fog of war in every game. With current maps... we all know exactly where the enemy is going to be and the fights become predicable in that regard... RNG and player skills then determine the outcome... how much better to be able to lay a trap because your team out spotted the enemy

Yeah, I'm thinking the stat obsessed crowd wouldn't enjoy this. They just want to see enemy tanks and farm to add to their totals. Actually seeking out, encountering enemy forces, withdrawing and re-engaging would be good fun I think. But outside of some of the good players who make this work on the larger maps, it's just meet at the usual spots, try to get over on the other side and roll if you do or be rolled if you don't.